EQ:Keys and Flags

Since the Planes of Power, many EverQuest zones have required a series of flags -- that is, invisible progression markers -- to enter. Before PoP, a few zones required keys to enter. Many of these old keys and flags are no longer required to enter the zones if one is at least the minimal level required for the zone. A tabled version at Keys.

Pre-POP Progression

Antonica

Befallen

The Splintered Wooden Key which unlocks the first floor locked door is dropped by a shadowknight. You need this key to get back out as well which could be a problem if you fall down to a lower level without it.

The Charred Bone Key which unlocks the second floor west locked door is dropped by one of the shadowknights.

The Smoked Glass Key which unlocks the second floor east locked door is dropped by one of the shadowknights.

There are a series of locked doors in the dungeon that require you to defeat one boss in order to get the key for the room of the next boss. Kill The Guard Captain to get the Shiny Metal Key which unlocks the room outside Rathyl's room.

The Bone Crafted Key allows access to the elevator into and out of the city of Paineel. If Paineel is not your starting city you may get one by telling one of the skeleton guards in the newbie area "I need a key." You must have amiable faction with them. Goes on your /keyring as "Bone Crafted Key - This key grants the holder access to the inner sanctum of New Paineel."

The Hole

Rallia Hapera in Paineel sells the Hole Key. Goes on the keyring as: "Hole Key - This key grants the holder access to the Ruins of Old Paineel." One can now also jump into the pit from Paineel to safely land in the water at the bottom of The Hole.

Planes of Power Progression

PoP has a huge progression component; almost every zone is initially locked. An overview of the entire progression, along with information on how to determine what flags you currently have, can be found here.

Legacy of Ykesha

Gates of Discord Progression

All GOD zones beyond Barindu require you to be flagged. Initially, six progression missions were required to progress in to Kod'taz and beyond; after a relatively recent revamp, only one mission is required for most people. Now only people who want to be able to request raid expeditions need to complete all six.

Gamesh offers the four sewer missions, Apprentice Udranda in Barindu offers the two mountain missions, Tipt and Vxed. All six are required for raid-leader progression; only Tipt is required for general access.

Completing Udranda's Tipt mission allows you to access Kod'taz and Yxxta; all progression beyond that point requires a full raid.

Access to all zones above Kod'taz and Yxxta requires you to have completed Ikkinz Raid #4 as well as Uqua.

Access to Txevu requires Inktu'ta completion in addition to Ikkinz #4 and Uqua.

Omens of War Progression

Discord -- the land uncovered in the Omens of War expansion -- has only one locked zone; the Citadel of Anguish.

Access to Anguish requires you to collect seven signets and turn them in to Taromani. If you have not completed this quest, you must be at least level 68 to enter.

A full overview of the signet quest can be found here. Signets for the quest drop in Riftseeker's Sanctum, The Sewers of Dranik (RCOD Instance,) The Catacombs of Dranik (RCOD Instance,) The Ruined City of Dranik, Dranik's Hollows (DS instance,) the Muramite Proving Grounds, and the Wall of slaughter. The turn in mob to complete the quest is also found in Riftseeker's Sanctum.

Riftseeker's Sanctum is level restricted to 69 and above. This will prevent you from completing your signet quest till you level to 69.

To complete the Mastery of Adaptation, you must kill a single mob that morphs in to five different forms each with different abilities.

The Mastery of Foresight involves killing six permarooted Dragorn that do not summon, but has one very large caveat; you must listen to (and follow) the emotes given, or you will be hit with an 8k DD.

The Mastery of Corruption pits your raid force against another. Waves of six, twelve, and finally eighteen non-standard NPC's will attack your raid in succession; they are equipped with epics of their respective classes, and have the abilities that you would expect someone of that class to have. Enchanters mez and charm, clerics heal, warriors tank (going so far as to call assist) etc.

The trial of Endurance is a trial of attrition; you must survive longer than the two huge dragorns. You must offtank the dragorns (there's little point in DPS'ing them; they kill themselves in time) while handling multiple waves of dangerous adds. Dragorn Defenders (red ones) are mezzable, and worth locking down.

The Trial of Hate involves killing six perma-rooted 'momma' ferans and dealing with the adds that they spawn. The adds auto-aggro whoever is first on the momma's aggro list, and proc Lash Out on any non-plate tank (warrior, paladin, or SK) that gets on hott. There is a fairly trivial boss at the end.

Specialization involves a single boss that casts several different AOE's which give modifiers to the damage (both positive and negative) of specific weapon types.

All major named bosses inside of Anguish drop backflag pieces. A backflag piece flags you as having completed the five raid trials.